When you accelerate, moving the mouse left/right will make you turnWhen you stop accelerating, moving the mouse left/right makes the camera-view change.

I basicly have to stop pressing forward if i want to aim at something. I would suggest to always turn when the mouse is moving left/right, and rotate the view if it is moved *with* the right mouse-button pressed. That way it is clear that there are two rotation-modes, without having to understand what the conditions are between the modes.

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When you accelerate, moving the mouse left/right will make you turnWhen you stop accelerating, moving the mouse left/right makes the camera-view change.

I basicly have to stop pressing forward if i want to aim at something. I would suggest to always turn when the mouse is moving left/right, and rotate the view if it is moved *with* the right mouse-button pressed. That way it is clear that there are two rotation-modes, without having to understand what the conditions are between the modes.

Interesting that you say inconsistency because the controls never change. Maybe we'll have to put a little controls tutorial in because there aren't two modes. It always works the same way. Left is always pulls the vehicle left of the camera (strafe) forward is always forward exactly like an FPS, etc. Just like an FPS, if you always run you will run right into your target if you aim at it.

An alternate control config is a good idea for those expecting to turn with the keyboard.

When you accelerate, moving the mouse left/right will make you turnWhen you stop accelerating, moving the mouse left/right makes the camera-view change

For clarity:moving the mouse left/right makes the camera-view change - this is the only thing the mouse does, and always.keys accelerate from the camera forward, left, right, back, always.Nothing else is happening

So this is GREAT, I mean this kind of feedback. We will set up some alternate controls and maybe even a poll or people could just post here there favorite control scheme and we'll see we can make of it.

For our testing, no other control scheme has this much control, the ability to drive, aim and shoot in one simple system. In fact, unlike a FPS the mouse really only goes left or right so you have no up/down shake that bothers allot of people. And without a mouse turning, you are stuck with keys which being digital make precision steering jumpy, a' la Mario Cart on DS or other. If you play that you know, it's tap tap tap, except in slides....(oh and on a side note, we are not doing controllers, this is web launchable kind of thing people already have the hand on the mouse, etc.etc. sorry!)

Shawn, í'll try to explain it slightly better, there are two modes, and maybe it is unintentional, but really...

When you press forward (W) and move the mouse left/right - the camera-angle changes slightly and the unit ALSO turnsWhen you do not press forward (but still moving), moving the mouse to left/right causes the camera-angle to change rapidly and NOT turning the unit.

So when accelerating, you steer with the mouse (and rotate the view), and otherwise you only rotate the view

At least, that is what I am experiencing.

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It's not about the feeling, or something to get used to - I am getting used to it, that's not the point.

I'm telling you about the *behaviour* of the steering:

IF {...} THEN {...} ELSE {...}

That won't change whatever idea I have of steering, or whereever I look at. I'd suggest you to reread what I said and try it yourself, to see the (maybe unintended) behaviour.

Hehe, well I wrote the physics, so I know it's not IF {...} THEN {...} ELSE {...} ahahahaI give you that it may seem that way, but left is always left, it never changesIf (left) accel left, there is no else, or any other kind of "state". It's physics, only forces are accumulated, each based on W A S D and Camera View.

Again I'm not saying this can have an alternative motion choice. But I think you are seeing more than is there.

It should be a small fix related to some config paths in our system I believe, at least from the errors I got posted back. I should be able to fix that pretty quickly (it has run linux before).The down side is I don't have a Linux box to test on so I won't know for sure, and although I could test on the Mac (that can get the same path errors) the Java3D version doesn't run on Mac AND the new 1.5 beta crashes (at least for us)

It's not about the feeling, or something to get used to - I am getting used to it, that's not the point.

I'm telling you about the *behaviour* of the steering:

IF {...} THEN {...} ELSE {...}

That won't change whatever idea I have of steering, or whereever I look at. I'd suggest you to reread what I said and try it yourself, to see the (maybe unintended) behaviour.

Hehe, well I wrote the physics, so I know it's not IF {...} THEN {...} ELSE {...} ahahahaI give you that it may seem that way, but left is always left, it never changesIf (left) accel left, there is no else, or any other kind of "state". It's physics, only forces are accumulated, each based on W A S D and Camera View.

Again I'm not saying this can have an alternative motion choice. But I think you are seeing more than is there.

You seem to read my last replies as if I continue on the point of my first replies, while I clearly stated it is a whole other issue. I know left is left - it is basicly camera-space steering, not unit-space steering. I know that, really, but that is not the point.

the IF/THEN/ELSE was meant to show it is behaviour: if the user does A and B, then C happens, else D. This has nothing to do with actual if/else statements within your code.

Anyway, I'm afraid this post won't clearify anything, so I'll just drop this issue. Needless to say I got used to the controls.

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You seem to read my last replies as if I continue on the point of my first replies, while I clearly stated it is a whole other issue. I know left is left - it is basicly camera-space steering, not unit-space steering. I know that, really, but that is not the point.

the IF/THEN/ELSE was meant to show it is behaviour: if the user does A and B, then C happens, else D. This has nothing to do with actual if/else statements within your code.

Anyway, I'm afraid this post won't clearify anything, so I'll just drop this issue. Needless to say I got used to the controls.

Ok, then I will reply to only the last thing you posted :-)There is no A AND B, that is the point I was making, there is only A, press button. Press button, go that way, nothing more, nothing less. Maybe I'm confused about what B woudl be? Also, there is no else either. So the A B C D is really, "If A then B". If you want an else, it's "else do nothing".Also I am about to take out the track barriers by suggestion, that seems to be disruption the exploration-ness of the drive motion as well. They were a last minute addition anyway.

And this is helpful, honestly. This kind of discourse has to happen at some point and everything worked out here becomes useful for us and possibly to other people in the future if it's all still here. :-)

Yeah, Ok I didn't see those eariler. Yeah that is whacky :-). The screen resize must be coming in wrong when fullscreen. That falls under Java/AWT/Java3D :-( cause I just use the data I get. Maybe a driver update might help? I'll post this to Java3D peeps, good stuff!

Here's another screenshot showing a problem the game has on my work PC (P4-2.4Ghz, WinXP, Java 1.5.0_06, Intel 845 onboard graphics). As you can see, the race track is missing and the neon lights below the vehicle are broken: http://www.jpct.net/pics/cb_intel.jpg

Here's another screenshot showing a problem the game has on my work PC (P4-2.4Ghz, WinXP, Java 1.5.0_06, Intel 845 onboard graphics). As you can see, the race track is missing and the neon lights below the vehicle are broken: http://www.jpct.net/pics/cb_intel.jpg

Actually we updated it and removed the track for the time being.The lighting effect, however, is a new unknown big/ Must be related to the Intel graphics as well -> <A href="http://www.dailytech.com/article.aspx?newsid=3320">Intel is Dragging Down the PC Gaming Industry</a>

So with the onboard Intel graphics what's this running at? Because of our non-static geometry transfers, bet slow! We have been getting info from the Java3D team on the transfer issues (or rather our issue of using java3d that way) and we'll be improving the performance soon.But for now, whatcha getting 5-10hz?

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